Flux 2.1 is coming soon, and it will be 5.4+ only.
What's in this version:
Flux v2.0.3 is out at http://u3d.as/content/nuno-afonso/flux!
Since a lot of people were asking for it, Flux 2.0.2+ now supports playmaker.
All you need comes with the package, and to activate it just make sure you have Playmaker in your project and add in the player settings FLUX_PLAYMAKER define.
Also new are the events to call any void parameterless function, and events to tween any float, vector2/3/4, and color fields and properties of any component.
Flux 2.0 has made it's way to Unity Asset Store. It is a free upgrade, and you'll have access to it if you launch the Asset Store from Unity 5.
If you launch Unity 4.x, it will show only Flux 1.2.5.
From what I previously posted, there has been one change. I decided to remove that "global sequence comment track", because when talking to users it was clear that it wouldn't solve the issue for big sequences. Instead it now has containers which help users far more in big sequences. In the future I'd like to revisit the comment track, but it may be more tied to the containers than to the whole sequence.
The trial section now has a 2.x version too, let us know what you think!
Using Unity 5? Want a cinematic tool? Flux 2.0 is almost ready to be released! If you already have Flux and are interested in the new version, contact me and I'll hook you up!
This version is a small fix for a mecanim crash that started happening with 4.6 beta cycle.
It also has improved play particle event, allowing you to choose between normalizing the particle system to the event size or to ignore it.
This is really exciting! It is really cool to see that something you created has helped others create something that looks that awesome:
Also, check out their dev blog in which they go through the creative process of setting up this trailer: http://www.pokugame.com/devlog/releasing-the-teaser-trailer/
When working on a bit sequence - or simply with multiple people - it is often quite hard to understand what's happening in the sequence.
For that reason, I started working on a new feature for Flux 2.x called "Comment Track".
The look is still not finalised. The idea is that you now have this "global track" at the top that is always present, scrolling will not hide it. In this track, you can add new "comment events" that will allow you to add notes which will be shown in the event itself, making it easier for you to tag what's happening in the track at that time.
This track isn't evaluated at runtime, so will have no impact on performance, it is purely used to help you work with Flux. I'd love to hear your opinions on it!
When Flux was created, one of it's pillars was determinism. In order to guarantee that, it was created with frames (ints) in mind instead of time (floats). However, this had 2 problems that became apparent afterwards.
The first problem, is that user almost never really cares about frames. It is far more interesting to know the time or percentage of the event when you're creating new events, so throughout the whole API we were passing frame & time (e.g. Trigger( int frameSinceTrigger, float timeSinceTrigger )) but frame never really got used.
The second problem becomes apparent if you want to scale down time. In Flux 1.x, it only ticks updates when frames advance, and usually that is fine because you create sequences that are 30 or 60fps, so everything is pretty fluid. However, once you start slowing down time it became very apparent and jerky, because it may take half a second to update the next tick of the sequence, and you'll see an object jump in the screen instead of moving smoothly (in animation it was always smooth, because we handled it differently, we basically let Mecanim handle it on it's own).
So starting from Flux 2.x, I'm dumping the frame for most of the API except for event triggering and updating order. This way we have the best of both worlds, Flux remains determinist, the API becomes simpler (e.g. Trigger( float timeSinceTrigger )), and we have a much better handling of time. No matter how slow you make the timescale or how little fps the sequence has, the outcome will always be smooth.